654 Commits over 699 Days - 0.04cph!
fix stupid auto inserted using
- fix broken deferred decal culling (cull distance was being scaled up by integer object quality value rather than percentage, so cull distance became way too far for any culling to happen)
- avoid redundant localToWorld calculation in the same frame for each deferred decal
fix NREs in screenshot.takescreenshot/takehiresscreenshot
create mip-filtered refraction texture before transparent geometry pass
add override water blend slider and toggle
add visible water to tank, material of water can be blended
fix string alloc in VolumetricFogShadowPreProcessPass
use new RRP/BRP grab pass subshaders for player pixelation
get Standard Refraction working in RRP
fix fog not working switching back to BRP with RRP initially enabled
RRP: fix DoF not working in workshop scene if DoF was disabled in graphics settings
fix clouds not rendering when switching back to BRP
fix WaterCamera error spam when swiching to BRP with RRP initially enabled
fix binocular effect error spam in main menu
fix disco ball in RRP, do forward+ lighting in fragForwardBase
RRP ReflectionProbeEx + vclouds rendering into it
change how we're tracking viewmodel prev viewproj to not rely on BRP camera component
implement the pass that composes the water motion vector texture with the camera's motion vector texture as we now have a camera motion vector texture in RRP
also properly track the prev viewproj for water in RRP
get binocular effect working in RRP
fix contact shadows server compile
merge from render_pipeline_testing
add some additional RRP client-only guards
client-only guard AtmosphereVolumeDrawPass
implement atmopshere volumes (bandit camp fog) in RRP
fix AnimalFur shader missing g-buffer stencil write
- implement depth of field in RRP
- OnPreCull/OnPreRender update routines in RustCamera get called from RRP now
fix devLocal/WorldCoord shaders missing g-buffer stencil write
fix shader bug causing GPU crash (RRP)
update SetRenderFunc calls
RRP contact shadows fixes
add debug layer for contact shadows
set up RRP renderer datas for skinviewer cameras
fix broken water reflections when using DLSS or render scaling
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
bring skinviewer viewmodel rendering changes to RRP
fix missing resource reset